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One-Page One-Shots, Volume TwoClick to magnify
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One-Page One-Shots, Volume Two



In this follow-up to the platinum-bestselling first volume, you and your players will seek out a sphinx in a spell-caster's prison, deliver a dangerous gift to a blind beholder, stand with a thri-kreen army against overwhelming odds, and much more. This is the much-anticipated followup collection of ten one-shot adventures, each carefully distilled into a single-page format, ready to play.

Less is more--as long as it is the right kind of less.

There are fully play-tested adventures for every tier, party type, and style of play -- focusing the party on a clear mission in a colourful setting while leaving plenty of room for improvisation, spontaneity, and endless possibilities for fun. Packed with colourful NPCs, formidable monsters, and clever traps, there is something in this volume for everyone to like.

How to read the adventures settlements preview page
The Vanishing Tower adventure Back Page

Game night is saved. In the time it takes for your players to settle in and grab their beverages, you can pick an aventure and read through the scenario. Each one is designed to give you the DM just what you need to be ready to play in a matter of minutes, with clear notes in an easily digestible format that will guide you throughout the whole session.

Table of Contents

Skim the page. Get familiar with the creatures. Review the timings. Grab your copy of The Spontaneous Dungeon Master's Companion to bolster your confidence in unforeseen circumstances.

Once again, it's time to roll.

If you want to take the fun further by creating your own one-shot adventures quickly and easily, be sure to also check out The One-Page One-Shot Toolkit. And if you haven't already, be sure to pick up volume one.

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Jeremy R January 15, 2023 8:08 pm UTC
What are the APL for each of the adventures?
Or, if that's too annoying to collate and add here, really all I'd like to know is how many of them are suitable for a level 2 or 3 party?
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Robert P January 15, 2023 8:20 pm UTC
Thanks for your question. Four of the ten adventures are suitable for "Tier I" play, and the book gives guidelines for how to adapt higher tiers down (and vice-versa), so there's no reason you couldn't use e.g. the additional three "Tier II" adventures for a low-level party by e.g. halving the number of enemies and halving other damage (such as from traps). Several adventures are also designed to be adaptive within the tier system based on party size, suggesting for example "two times party size number of goblins". All of them have been play tested, but that said very precisely balanced encounters aren't really the main focus of the series--it's more about mixing things up to keep all play styles engaged.
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File Last Updated:
November 13, 2021
This title was added to our catalog on November 13, 2021.